﻿Shader "Custom/Glow" {

 

    Properties {

 

        _Color ("Color", Color) = (1,1,1,1)

 

    }

 

    SubShader {

 

        Tags { "RenderType"="Transparent" }

 

        LOD 200

 

        ZTest Always

 

        Cull Off

 

        

 

 

 

        CGPROGRAM

 

        #pragma surface surf Lambert decal:add

 

 

 

        float4 _Color;

 

 

 

        struct Input {

 

            float3 viewDir;

 

            float3 worldNormal;

 

        };

 

 

 

        void surf (Input IN, inout SurfaceOutput o) {

 

            o.Alpha = _Color.a * pow(abs(dot(normalize(IN.viewDir),

 

                normalize(IN.worldNormal))),4.0);

 

            o.Emission = _Color.rgb * o.Alpha;

 

        }

 

        ENDCG

 

    } 

 

    FallBack "Diffuse"

 

}
